1 # ##### BEGIN GPL LICENSE BLOCK #####
3 # This program is free software; you can redistribute it and/or
4 # modify it under the terms of the GNU General Public License
5 # as published by the Free Software Foundation; either version 2
6 # of the License, or (at your option) any later version.
8 # This program is distributed in the hope that it will be useful,
9 # but WITHOUT ANY WARRANTY; without even the implied warranty of
10 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 # GNU General Public License for more details.
13 # You should have received a copy of the GNU General Public License
14 # along with this program; if not, write to the Free Software Foundation,
15 # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17 # ##### END GPL LICENSE BLOCK #####
21 from bpy.types import Panel
22 from rna_prop_ui import PropertyPanel
24 from bl_ui.properties_physics_common import (point_cache_ui,
26 basic_force_field_settings_ui,
27 basic_force_field_falloff_ui,
31 def particle_panel_enabled(context, psys):
34 phystype = psys.settings.physics_type
35 if psys.settings.type in {'EMITTER', 'REACTOR'} and phystype in {'NO', 'KEYED'}:
38 return (psys.point_cache.is_baked is False) and (not psys.is_edited) and (not context.particle_system_editable)
41 def particle_panel_poll(cls, context):
42 psys = context.particle_system
43 engine = context.scene.render.engine
47 settings = psys.settings
48 elif isinstance(context.space_data.pin_id, bpy.types.ParticleSettings):
49 settings = context.space_data.pin_id
54 return settings.is_fluid is False and (engine in cls.COMPAT_ENGINES)
57 def particle_get_settings(context):
58 if context.particle_system:
59 return context.particle_system.settings
60 elif isinstance(context.space_data.pin_id, bpy.types.ParticleSettings):
61 return context.space_data.pin_id
65 class ParticleButtonsPanel():
66 bl_space_type = 'PROPERTIES'
67 bl_region_type = 'WINDOW'
68 bl_context = "particle"
71 def poll(cls, context):
72 return particle_panel_poll(cls, context)
75 class PARTICLE_PT_context_particles(ParticleButtonsPanel, Panel):
77 bl_options = {'HIDE_HEADER'}
78 COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
81 def poll(cls, context):
82 engine = context.scene.render.engine
83 return (context.particle_system or context.object or context.space_data.pin_id) and (engine in cls.COMPAT_ENGINES)
85 def draw(self, context):
88 if context.scene.render.engine == 'BLENDER_GAME':
89 layout.label("Not available in the Game Engine")
93 psys = context.particle_system
99 row.template_list(ob, "particle_systems", ob.particle_systems, "active_index", rows=2)
101 col = row.column(align=True)
102 col.operator("object.particle_system_add", icon='ZOOMIN', text="")
103 col.operator("object.particle_system_remove", icon='ZOOMOUT', text="")
106 part = particle_get_settings(context)
111 layout.template_ID(context.space_data, "pin_id")
114 layout.label(text="Settings used for fluid")
117 layout.prop(part, "type", text="Type")
119 elif not psys.settings:
120 split = layout.split(percentage=0.32)
123 col.label(text="Name:")
124 col.label(text="Settings:")
127 col.prop(psys, "name", text="")
128 col.template_ID(psys, "settings", new="particle.new")
132 split = layout.split(percentage=0.32)
134 col.label(text="Name:")
135 if part.is_fluid is False:
136 col.label(text="Settings:")
137 col.label(text="Type:")
140 col.prop(psys, "name", text="")
141 if part.is_fluid is False:
143 row.enabled = particle_panel_enabled(context, psys)
144 row.template_ID(psys, "settings", new="particle.new")
147 #row.label(text="Viewport")
148 #row.label(text="Render")
151 layout.label(text="%d fluid particles for this frame" % part.count)
155 row.enabled = particle_panel_enabled(context, psys)
156 row.prop(part, "type", text="")
157 row.prop(psys, "seed")
160 split = layout.split(percentage=0.65)
161 if part.type == 'HAIR':
162 if psys is not None and psys.is_edited:
163 split.operator("particle.edited_clear", text="Free Edit")
166 row.enabled = particle_panel_enabled(context, psys)
167 row.prop(part, "regrow_hair")
168 row.prop(part, "use_advanced_hair")
170 row.enabled = particle_panel_enabled(context, psys)
171 row.prop(part, "hair_step")
172 if psys is not None and psys.is_edited:
173 if psys.is_global_hair:
174 layout.operator("particle.connect_hair")
176 layout.operator("particle.disconnect_hair")
177 elif psys is not None and part.type == 'REACTOR':
178 split.enabled = particle_panel_enabled(context, psys)
179 split.prop(psys, "reactor_target_object")
180 split.prop(psys, "reactor_target_particle_system", text="Particle System")
183 class PARTICLE_PT_emission(ParticleButtonsPanel, Panel):
184 bl_label = "Emission"
185 COMPAT_ENGINES = {'BLENDER_RENDER'}
188 def poll(cls, context):
189 psys = context.particle_system
190 settings = particle_get_settings(context)
194 if settings.is_fluid:
196 if particle_panel_poll(PARTICLE_PT_emission, context):
197 return psys is None or not context.particle_system.point_cache.use_external
200 def draw(self, context):
203 psys = context.particle_system
204 part = particle_get_settings(context)
206 layout.enabled = particle_panel_enabled(context, psys) and (psys is None or not psys.has_multiple_caches)
209 row.active = part.distribution != 'GRID'
210 row.prop(part, "count")
212 if part.type == 'HAIR' and not part.use_advanced_hair:
213 row.prop(part, "hair_length")
216 if part.type != 'HAIR':
217 split = layout.split()
219 col = split.column(align=True)
220 col.prop(part, "frame_start")
221 col.prop(part, "frame_end")
223 col = split.column(align=True)
224 col.prop(part, "lifetime")
225 col.prop(part, "lifetime_random", slider=True)
227 layout.label(text="Emit From:")
228 layout.prop(part, "emit_from", expand=True)
231 if part.emit_from == 'VERT':
232 row.prop(part, "use_emit_random")
233 elif part.distribution == 'GRID':
234 row.prop(part, "invert_grid")
235 row.prop(part, "hexagonal_grid")
237 row.prop(part, "use_emit_random")
238 row.prop(part, "use_even_distribution")
240 if part.emit_from == 'FACE' or part.emit_from == 'VOLUME':
241 layout.prop(part, "distribution", expand=True)
244 if part.distribution == 'JIT':
245 row.prop(part, "userjit", text="Particles/Face")
246 row.prop(part, "jitter_factor", text="Jittering Amount", slider=True)
247 elif part.distribution == 'GRID':
248 row.prop(part, "grid_resolution")
249 row.prop(part, "grid_random", text="Random", slider=True)
252 class PARTICLE_PT_hair_dynamics(ParticleButtonsPanel, Panel):
253 bl_label = "Hair dynamics"
254 bl_options = {'DEFAULT_CLOSED'}
255 COMPAT_ENGINES = {'BLENDER_RENDER'}
258 def poll(cls, context):
259 psys = context.particle_system
260 engine = context.scene.render.engine
263 if psys.settings is None:
265 return psys.settings.type == 'HAIR' and (engine in cls.COMPAT_ENGINES)
267 def draw_header(self, context):
268 psys = context.particle_system
269 self.layout.prop(psys, "use_hair_dynamics", text="")
271 def draw(self, context):
274 psys = context.particle_system
279 cloth = psys.cloth.settings
281 layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked is False
283 split = layout.split()
286 col.label(text="Material:")
287 sub = col.column(align=True)
288 sub.prop(cloth, "pin_stiffness", text="Stiffness")
289 sub.prop(cloth, "mass")
290 sub.prop(cloth, "bending_stiffness", text="Bending")
291 sub.prop(cloth, "internal_friction", slider=True)
292 sub.prop(cloth, "collider_friction", slider=True)
295 col.label(text="Damping:")
296 sub = col.column(align=True)
297 sub.prop(cloth, "spring_damping", text="Spring")
298 sub.prop(cloth, "air_damping", text="Air")
300 col.label(text="Quality:")
301 col.prop(cloth, "quality", text="Steps", slider=True)
304 class PARTICLE_PT_cache(ParticleButtonsPanel, Panel):
306 bl_options = {'DEFAULT_CLOSED'}
307 COMPAT_ENGINES = {'BLENDER_RENDER'}
310 def poll(cls, context):
311 psys = context.particle_system
312 engine = context.scene.render.engine
315 if psys.settings is None:
317 if psys.settings.is_fluid:
319 phystype = psys.settings.physics_type
320 if phystype == 'NO' or phystype == 'KEYED':
322 return (psys.settings.type in {'EMITTER', 'REACTOR'} or (psys.settings.type == 'HAIR' and (psys.use_hair_dynamics or psys.point_cache.is_baked))) and engine in cls.COMPAT_ENGINES
324 def draw(self, context):
325 psys = context.particle_system
327 point_cache_ui(self, context, psys.point_cache, True, 'HAIR' if (psys.settings.type == 'HAIR') else 'PSYS')
330 class PARTICLE_PT_velocity(ParticleButtonsPanel, Panel):
331 bl_label = "Velocity"
332 COMPAT_ENGINES = {'BLENDER_RENDER'}
335 def poll(cls, context):
336 if particle_panel_poll(PARTICLE_PT_velocity, context):
337 psys = context.particle_system
338 settings = particle_get_settings(context)
340 if settings.type == 'HAIR' and not settings.use_advanced_hair:
342 return settings.physics_type != 'BOIDS' and (psys is None or not psys.point_cache.use_external)
346 def draw(self, context):
349 psys = context.particle_system
350 part = particle_get_settings(context)
352 layout.enabled = particle_panel_enabled(context, psys)
354 split = layout.split()
357 col.label(text="Emitter Geometry:")
358 col.prop(part, "normal_factor")
359 sub = col.column(align=True)
360 sub.prop(part, "tangent_factor")
361 sub.prop(part, "tangent_phase", slider=True)
364 col.label(text="Emitter Object:")
365 col.prop(part, "object_align_factor", text="")
367 layout.label(text="Other:")
369 if part.emit_from == 'PARTICLE':
370 row.prop(part, "particle_factor")
372 row.prop(part, "object_factor", slider=True)
373 row.prop(part, "factor_random")
375 #if part.type=='REACTOR':
376 # sub.prop(part, "reactor_factor")
377 # sub.prop(part, "reaction_shape", slider=True)
380 class PARTICLE_PT_rotation(ParticleButtonsPanel, Panel):
381 bl_label = "Rotation"
382 bl_options = {'DEFAULT_CLOSED'}
383 COMPAT_ENGINES = {'BLENDER_RENDER'}
386 def poll(cls, context):
387 if particle_panel_poll(PARTICLE_PT_rotation, context):
388 psys = context.particle_system
389 settings = particle_get_settings(context)
391 if settings.type == 'HAIR' and not settings.use_advanced_hair:
393 return settings.physics_type != 'BOIDS' and (psys is None or not psys.point_cache.use_external)
397 def draw_header(self, context):
398 psys = context.particle_system
402 part = context.space_data.pin_id
404 self.layout.prop(part, "use_rotations", text="")
406 def draw(self, context):
409 psys = context.particle_system
413 part = context.space_data.pin_id
415 layout.enabled = particle_panel_enabled(context, psys) and part.use_rotations
417 layout.label(text="Initial Orientation:")
419 split = layout.split()
421 col = split.column(align=True)
422 col.prop(part, "rotation_mode", text="")
423 col.prop(part, "rotation_factor_random", slider=True, text="Random")
425 col = split.column(align=True)
426 col.prop(part, "phase_factor", slider=True)
427 col.prop(part, "phase_factor_random", text="Random", slider=True)
429 if part.type != 'HAIR':
430 layout.label(text="Angular Velocity:")
432 split = layout.split()
433 col = split.column(align=True)
434 col.prop(part, "angular_velocity_mode", text="")
436 sub.active = part.angular_velocity_mode != 'NONE'
437 sub.prop(part, "angular_velocity_factor", text="")
440 col.prop(part, "use_dynamic_rotation")
443 class PARTICLE_PT_physics(ParticleButtonsPanel, Panel):
445 COMPAT_ENGINES = {'BLENDER_RENDER'}
448 def poll(cls, context):
449 if particle_panel_poll(PARTICLE_PT_physics, context):
450 psys = context.particle_system
451 settings = particle_get_settings(context)
453 if settings.type == 'HAIR' and not settings.use_advanced_hair:
455 return psys is None or not psys.point_cache.use_external
459 def draw(self, context):
462 psys = context.particle_system
463 part = particle_get_settings(context)
465 layout.enabled = particle_panel_enabled(context, psys)
467 layout.prop(part, "physics_type", expand=True)
470 col = row.column(align=True)
471 col.prop(part, "particle_size")
472 col.prop(part, "size_random", slider=True)
474 if part.physics_type != 'NO':
475 col = row.column(align=True)
476 col.prop(part, "mass")
477 col.prop(part, "use_multiply_size_mass", text="Multiply mass with size")
479 if part.physics_type in {'NEWTON', 'FLUID'}:
480 split = layout.split()
483 col.label(text="Forces:")
484 col.prop(part, "brownian_factor")
485 col.prop(part, "drag_factor", slider=True)
486 col.prop(part, "damping", slider=True)
489 col.label(text="Integration:")
490 col.prop(part, "integrator", text="")
491 col.prop(part, "timestep")
493 sub.prop(part, "subframes")
494 supports_courant = part.physics_type == 'FLUID'
496 subsub.enabled = supports_courant
497 subsub.prop(part, "adaptive_subframes", text="")
498 if supports_courant and part.adaptive_subframes:
499 col.prop(part, "courant_target", text="Threshold")
502 row.prop(part, "use_size_deflect")
503 row.prop(part, "use_die_on_collision")
505 if part.physics_type == 'FLUID':
508 split = layout.split()
510 sub.prop(fluid, "solver", expand=True)
512 split = layout.split()
515 col.label(text="Fluid properties:")
516 col.prop(fluid, "stiffness", text="Stiffness")
517 col.prop(fluid, "linear_viscosity", text="Viscosity")
518 col.prop(fluid, "buoyancy", text="Buoyancy", slider=True)
521 col.label(text="Advanced:")
523 if fluid.solver == 'DDR':
525 sub.prop(fluid, "repulsion", slider=fluid.factor_repulsion)
526 sub.prop(fluid, "factor_repulsion", text="")
529 sub.prop(fluid, "stiff_viscosity", slider=fluid.factor_stiff_viscosity)
530 sub.prop(fluid, "factor_stiff_viscosity", text="")
533 sub.prop(fluid, "fluid_radius", slider=fluid.factor_radius)
534 sub.prop(fluid, "factor_radius", text="")
537 sub.prop(fluid, "rest_density", slider=fluid.factor_density)
538 sub.prop(fluid, "factor_density", text="")
540 if fluid.solver == 'CLASSICAL':
541 # With the classical solver, it is possible to calculate the
542 # spacing between particles when the fluid is at rest. This
543 # makes it easier to set stable initial conditions.
544 particle_volume = part.mass / fluid.rest_density
545 spacing = pow(particle_volume, 1/3)
547 sub.label(text="Spacing: %g" % spacing)
549 elif fluid.solver == 'DDR':
550 split = layout.split()
553 col.label(text="Springs:")
554 col.prop(fluid, "spring_force", text="Force")
555 col.prop(fluid, "use_viscoelastic_springs")
556 sub = col.column(align=True)
557 sub.active = fluid.use_viscoelastic_springs
558 sub.prop(fluid, "yield_ratio", slider=True)
559 sub.prop(fluid, "plasticity", slider=True)
562 col.label(text="Advanced:")
564 sub.prop(fluid, "rest_length", slider=fluid.factor_rest_length)
565 sub.prop(fluid, "factor_rest_length", text="")
568 sub.active = fluid.use_viscoelastic_springs
569 sub.prop(fluid, "use_initial_rest_length")
570 sub.prop(fluid, "spring_frames", text="Frames")
572 elif part.physics_type == 'KEYED':
573 split = layout.split()
578 col.active = not psys.use_keyed_timing
579 col.prop(part, "keyed_loops", text="Loops")
581 row.prop(psys, "use_keyed_timing", text="Use Timing")
583 layout.label(text="Keys:")
584 elif part.physics_type == 'BOIDS':
588 row.prop(boids, "use_flight")
589 row.prop(boids, "use_land")
590 row.prop(boids, "use_climb")
592 split = layout.split()
595 col = sub.column(align=True)
596 col.active = boids.use_flight
597 col.prop(boids, "air_speed_max")
598 col.prop(boids, "air_speed_min", slider=True)
599 col.prop(boids, "air_acc_max", slider=True)
600 col.prop(boids, "air_ave_max", slider=True)
601 col.prop(boids, "air_personal_space")
603 row.active = (boids.use_land or boids.use_climb) and boids.use_flight
604 row.prop(boids, "land_smooth")
607 col = sub.column(align=True)
608 col.active = boids.use_land or boids.use_climb
609 col.prop(boids, "land_speed_max")
610 col.prop(boids, "land_jump_speed")
611 col.prop(boids, "land_acc_max", slider=True)
612 col.prop(boids, "land_ave_max", slider=True)
613 col.prop(boids, "land_personal_space")
614 col.prop(boids, "land_stick_force")
618 col = row.column(align=True)
619 col.label(text="Battle:")
620 col.prop(boids, "health")
621 col.prop(boids, "strength")
622 col.prop(boids, "aggression")
623 col.prop(boids, "accuracy")
624 col.prop(boids, "range")
627 col.label(text="Misc:")
628 col.prop(boids, "bank", slider=True)
629 col.prop(boids, "pitch", slider=True)
630 col.prop(boids, "height", slider=True)
632 if psys and part.physics_type in {'KEYED', 'BOIDS', 'FLUID'}:
633 if part.physics_type == 'BOIDS':
634 layout.label(text="Relations:")
635 elif part.physics_type == 'FLUID':
636 layout.label(text="Fluid interaction:")
639 row.template_list(psys, "targets", psys, "active_particle_target_index")
643 subsub = sub.column(align=True)
644 subsub.operator("particle.new_target", icon='ZOOMIN', text="")
645 subsub.operator("particle.target_remove", icon='ZOOMOUT', text="")
647 subsub = sub.column(align=True)
648 subsub.operator("particle.target_move_up", icon='MOVE_UP_VEC', text="")
649 subsub.operator("particle.target_move_down", icon='MOVE_DOWN_VEC', text="")
651 key = psys.active_particle_target
654 if part.physics_type == 'KEYED':
657 #col.alert = key.valid
658 col.prop(key, "object", text="")
659 col.prop(key, "system", text="System")
661 col.active = psys.use_keyed_timing
662 col.prop(key, "time")
663 col.prop(key, "duration")
664 elif part.physics_type == 'BOIDS':
667 #sub.alert = key.valid
668 sub.prop(key, "object", text="")
669 sub.prop(key, "system", text="System")
671 layout.prop(key, "alliance", expand=True)
672 elif part.physics_type == 'FLUID':
675 #sub.alert = key.valid
676 sub.prop(key, "object", text="")
677 sub.prop(key, "system", text="System")
680 class PARTICLE_PT_boidbrain(ParticleButtonsPanel, Panel):
681 bl_label = "Boid Brain"
682 COMPAT_ENGINES = {'BLENDER_RENDER'}
685 def poll(cls, context):
686 psys = context.particle_system
687 settings = particle_get_settings(context)
688 engine = context.scene.render.engine
692 if psys is not None and psys.point_cache.use_external:
694 return settings.physics_type == 'BOIDS' and engine in cls.COMPAT_ENGINES
696 def draw(self, context):
699 boids = particle_get_settings(context).boids
701 layout.enabled = particle_panel_enabled(context, context.particle_system)
703 # Currently boids can only use the first state so these are commented out for now.
705 #row.template_list(boids, "states", boids, "active_boid_state_index", compact="True")
707 #sub = col.row(align=True)
708 #sub.operator("boid.state_add", icon='ZOOMIN', text="")
709 #sub.operator("boid.state_del", icon='ZOOMOUT', text="")
710 #sub = row.row(align=True)
711 #sub.operator("boid.state_move_up", icon='MOVE_UP_VEC', text="")
712 #sub.operator("boid.state_move_down", icon='MOVE_DOWN_VEC', text="")
714 state = boids.active_boid_state
716 #layout.prop(state, "name", text="State name")
719 row.prop(state, "ruleset_type")
720 if state.ruleset_type == 'FUZZY':
721 row.prop(state, "rule_fuzzy", slider=True)
726 row.template_list(state, "rules", state, "active_boid_rule_index")
730 subsub = sub.column(align=True)
731 subsub.operator_menu_enum("boid.rule_add", "type", icon='ZOOMIN', text="")
732 subsub.operator("boid.rule_del", icon='ZOOMOUT', text="")
734 subsub = sub.column(align=True)
735 subsub.operator("boid.rule_move_up", icon='MOVE_UP_VEC', text="")
736 subsub.operator("boid.rule_move_down", icon='MOVE_DOWN_VEC', text="")
738 rule = state.active_boid_rule
742 row.prop(rule, "name", text="")
743 #somebody make nice icons for boids here please! -jahka
744 row.prop(rule, "use_in_air", icon='MOVE_UP_VEC', text="")
745 row.prop(rule, "use_on_land", icon='MOVE_DOWN_VEC', text="")
749 if rule.type == 'GOAL':
750 row.prop(rule, "object")
752 row.prop(rule, "use_predict")
753 elif rule.type == 'AVOID':
754 row.prop(rule, "object")
756 row.prop(rule, "use_predict")
757 row.prop(rule, "fear_factor")
758 elif rule.type == 'FOLLOW_PATH':
759 row.label(text="Not yet functional")
760 elif rule.type == 'AVOID_COLLISION':
761 row.prop(rule, "use_avoid")
762 row.prop(rule, "use_avoid_collision")
763 row.prop(rule, "look_ahead")
764 elif rule.type == 'FOLLOW_LEADER':
765 row.prop(rule, "object", text="")
766 row.prop(rule, "distance")
768 row.prop(rule, "use_line")
770 sub.active = rule.line
771 sub.prop(rule, "queue_count")
772 elif rule.type == 'AVERAGE_SPEED':
773 row.prop(rule, "speed", slider=True)
774 row.prop(rule, "wander", slider=True)
775 row.prop(rule, "level", slider=True)
776 elif rule.type == 'FIGHT':
777 row.prop(rule, "distance")
778 row.prop(rule, "flee_distance")
781 class PARTICLE_PT_render(ParticleButtonsPanel, Panel):
783 COMPAT_ENGINES = {'BLENDER_RENDER'}
786 def poll(cls, context):
787 settings = particle_get_settings(context)
788 engine = context.scene.render.engine
792 return engine in cls.COMPAT_ENGINES
794 def draw(self, context):
797 psys = context.particle_system
798 part = particle_get_settings(context)
801 row.prop(part, "material")
803 row.prop(psys, "parent")
805 split = layout.split()
808 col.prop(part, "use_render_emitter")
809 col.prop(part, "use_parent_particles")
812 col.prop(part, "show_unborn")
813 col.prop(part, "use_dead")
815 layout.prop(part, "render_type", expand=True)
817 split = layout.split()
821 if part.render_type == 'LINE':
822 col.prop(part, "line_length_tail")
823 col.prop(part, "line_length_head")
825 split.prop(part, "use_velocity_length")
826 elif part.render_type == 'PATH':
827 col.prop(part, "use_strand_primitive")
829 sub.active = (part.use_strand_primitive is False)
830 sub.prop(part, "use_render_adaptive")
832 sub.active = part.use_render_adaptive or part.use_strand_primitive is True
833 sub.prop(part, "adaptive_angle")
835 sub.active = (part.use_render_adaptive is True and part.use_strand_primitive is False)
836 sub.prop(part, "adaptive_pixel")
837 col.prop(part, "use_hair_bspline")
838 col.prop(part, "render_step", text="Steps")
841 col.label(text="Timing:")
842 col.prop(part, "use_absolute_path_time")
843 col.prop(part, "path_start", text="Start", slider=not part.use_absolute_path_time)
844 col.prop(part, "path_end", text="End", slider=not part.use_absolute_path_time)
845 col.prop(part, "length_random", text="Random", slider=True)
850 if part.type == 'HAIR' and part.use_strand_primitive is True and part.child_type == 'INTERPOLATED':
851 layout.prop(part, "use_simplify")
852 if part.use_simplify is True:
854 row.prop(part, "simplify_refsize")
855 row.prop(part, "simplify_rate")
856 row.prop(part, "simplify_transition")
858 row.prop(part, "use_simplify_viewport")
860 sub.active = part.use_simplify_viewport is True
861 sub.prop(part, "simplify_viewport")
863 elif part.render_type == 'OBJECT':
864 col.prop(part, "dupli_object")
866 sub.prop(part, "use_global_dupli")
867 sub.prop(part, "use_rotation_dupli")
868 sub.prop(part, "use_scale_dupli")
869 elif part.render_type == 'GROUP':
870 col.prop(part, "dupli_group")
871 split = layout.split()
874 col.prop(part, "use_whole_group")
876 sub.active = (part.use_whole_group is False)
877 sub.prop(part, "use_group_pick_random")
878 sub.prop(part, "use_group_count")
882 sub.active = (part.use_whole_group is False)
883 sub.prop(part, "use_global_dupli")
884 sub.prop(part, "use_rotation_dupli")
885 sub.prop(part, "use_scale_dupli")
887 if part.use_group_count and not part.use_whole_group:
889 row.template_list(part, "dupli_weights", part, "active_dupliweight_index")
893 subsub = sub.column(align=True)
894 subsub.operator("particle.dupliob_copy", icon='ZOOMIN', text="")
895 subsub.operator("particle.dupliob_remove", icon='ZOOMOUT', text="")
896 subsub.operator("particle.dupliob_move_up", icon='MOVE_UP_VEC', text="")
897 subsub.operator("particle.dupliob_move_down", icon='MOVE_DOWN_VEC', text="")
899 weight = part.active_dupliweight
902 row.prop(weight, "count")
904 elif part.render_type == 'BILLBOARD':
907 col.label(text="Align:")
910 row.prop(part, "billboard_align", expand=True)
911 row.prop(part, "lock_billboard", text="Lock")
913 row.prop(part, "billboard_object")
916 col = row.column(align=True)
917 col.label(text="Tilt:")
918 col.prop(part, "billboard_tilt", text="Angle", slider=True)
919 col.prop(part, "billboard_tilt_random", text="Random", slider=True)
921 col.prop(part, "billboard_offset")
925 col.prop(part, "billboard_size", text="Scale")
926 if part.billboard_align == 'VEL':
927 col = row.column(align=True)
928 col.label("Velocity Scale:")
929 col.prop(part, "billboard_velocity_head", text="Head")
930 col.prop(part, "billboard_velocity_tail", text="Tail")
933 col = layout.column()
934 col.prop_search(psys, "billboard_normal_uv", ob.data, "uv_textures")
935 col.prop_search(psys, "billboard_time_index_uv", ob.data, "uv_textures")
937 split = layout.split(percentage=0.33)
938 split.label(text="Split UVs:")
939 split.prop(part, "billboard_uv_split", text="Number of splits")
942 col = layout.column()
943 col.active = part.billboard_uv_split > 1
944 col.prop_search(psys, "billboard_split_uv", ob.data, "uv_textures")
947 row.label(text="Animate:")
948 row.prop(part, "billboard_animation", text="")
949 row.label(text="Offset:")
950 row.prop(part, "billboard_offset_split", text="")
952 if part.render_type == 'HALO' or part.render_type == 'LINE' or part.render_type == 'BILLBOARD':
955 col.prop(part, "trail_count")
956 if part.trail_count > 1:
957 col.prop(part, "use_absolute_path_time", text="Length in frames")
959 col.prop(part, "path_end", text="Length", slider=not part.use_absolute_path_time)
960 col.prop(part, "length_random", text="Random", slider=True)
965 if part.render_type in {'OBJECT', 'GROUP'} and not part.use_advanced_hair:
966 row = layout.row(align=True)
967 row.prop(part, "particle_size")
968 row.prop(part, "size_random", slider=True)
971 class PARTICLE_PT_draw(ParticleButtonsPanel, Panel):
973 bl_options = {'DEFAULT_CLOSED'}
974 COMPAT_ENGINES = {'BLENDER_RENDER'}
977 def poll(cls, context):
978 settings = particle_get_settings(context)
979 engine = context.scene.render.engine
982 return engine in cls.COMPAT_ENGINES
984 def draw(self, context):
987 psys = context.particle_system
988 part = particle_get_settings(context)
991 row.prop(part, "draw_method", expand=True)
993 if part.draw_method == 'NONE' or (part.render_type == 'NONE' and part.draw_method == 'RENDER'):
996 path = (part.render_type == 'PATH' and part.draw_method == 'RENDER') or part.draw_method == 'PATH'
999 row.prop(part, "draw_percentage", slider=True)
1000 if part.draw_method != 'RENDER' or part.render_type == 'HALO':
1001 row.prop(part, "draw_size")
1005 if part.draw_percentage != 100 and psys is not None:
1006 if part.type == 'HAIR':
1007 if psys.use_hair_dynamics and psys.point_cache.is_baked is False:
1008 layout.row().label(text="Display percentage makes dynamics inaccurate without baking!")
1010 phystype = part.physics_type
1011 if phystype != 'NO' and phystype != 'KEYED' and psys.point_cache.is_baked is False:
1012 layout.row().label(text="Display percentage makes dynamics inaccurate without baking!")
1016 col.prop(part, "show_size")
1017 col.prop(part, "show_velocity")
1018 col.prop(part, "show_number")
1019 if part.physics_type == 'BOIDS':
1020 col.prop(part, "show_health")
1022 col = row.column(align=True)
1023 col.label(text="Color:")
1024 col.prop(part, "draw_color", text="")
1026 sub.active = (part.draw_color in {'VELOCITY', 'ACCELERATION'})
1027 sub.prop(part, "color_maximum", text="Max")
1030 col.prop(part, "draw_step")
1033 class PARTICLE_PT_children(ParticleButtonsPanel, Panel):
1034 bl_label = "Children"
1035 bl_options = {'DEFAULT_CLOSED'}
1036 COMPAT_ENGINES = {'BLENDER_RENDER'}
1039 def poll(cls, context):
1040 return particle_panel_poll(cls, context)
1042 def draw(self, context):
1043 layout = self.layout
1045 psys = context.particle_system
1046 part = particle_get_settings(context)
1048 layout.row().prop(part, "child_type", expand=True)
1050 if part.child_type == 'NONE':
1055 col = row.column(align=True)
1056 col.prop(part, "child_nbr", text="Display")
1057 col.prop(part, "rendered_child_count", text="Render")
1059 if part.child_type == 'INTERPOLATED':
1062 col.prop(psys, "child_seed", text="Seed")
1063 col.prop(part, "virtual_parents", slider=True)
1064 col.prop(part, "create_long_hair_children")
1066 col = row.column(align=True)
1067 col.prop(part, "child_size", text="Size")
1068 col.prop(part, "child_size_random", text="Random")
1070 split = layout.split()
1072 col = split.column()
1073 col.label(text="Effects:")
1075 sub = col.column(align=True)
1076 sub.prop(part, "clump_factor", slider=True)
1077 sub.prop(part, "clump_shape", slider=True)
1079 sub = col.column(align=True)
1080 sub.prop(part, "child_length", slider=True)
1081 sub.prop(part, "child_length_threshold", slider=True)
1083 if part.child_type == 'SIMPLE':
1084 sub = col.column(align=True)
1085 sub.prop(part, "child_radius", text="Radius")
1086 sub.prop(part, "child_roundness", text="Roundness", slider=True)
1088 sub.prop(psys, "child_seed", text="Seed")
1089 elif part.virtual_parents > 0.0:
1090 sub = col.column(align=True)
1091 sub.label(text="Parting not")
1092 sub.label(text="available with")
1093 sub.label(text="virtual parents")
1095 sub = col.column(align=True)
1096 sub.prop(part, "child_parting_factor", text="Parting", slider=True)
1097 sub.prop(part, "child_parting_min", text="Min")
1098 sub.prop(part, "child_parting_max", text="Max")
1100 col = split.column()
1101 col.label(text="Roughness:")
1103 sub = col.column(align=True)
1104 sub.prop(part, "roughness_1", text="Uniform")
1105 sub.prop(part, "roughness_1_size", text="Size")
1107 sub = col.column(align=True)
1108 sub.prop(part, "roughness_endpoint", "Endpoint")
1109 sub.prop(part, "roughness_end_shape")
1111 sub = col.column(align=True)
1112 sub.prop(part, "roughness_2", text="Random")
1113 sub.prop(part, "roughness_2_size", text="Size")
1114 sub.prop(part, "roughness_2_threshold", slider=True)
1116 layout.row().label(text="Kink:")
1117 layout.row().prop(part, "kink", expand=True)
1119 split = layout.split()
1120 split.active = part.kink != 'NO'
1122 col = split.column()
1123 sub = col.column(align=True)
1124 sub.prop(part, "kink_amplitude")
1125 sub.prop(part, "kink_amplitude_clump", text="Clump", slider=True)
1126 col.prop(part, "kink_flat", slider=True)
1127 col = split.column()
1128 sub = col.column(align=True)
1129 sub.prop(part, "kink_frequency")
1130 sub.prop(part, "kink_shape", slider=True)
1133 class PARTICLE_PT_field_weights(ParticleButtonsPanel, Panel):
1134 bl_label = "Field Weights"
1135 bl_options = {'DEFAULT_CLOSED'}
1136 COMPAT_ENGINES = {'BLENDER_RENDER'}
1139 def poll(cls, context):
1140 return particle_panel_poll(cls, context)
1142 def draw(self, context):
1143 part = particle_get_settings(context)
1144 effector_weights_ui(self, context, part.effector_weights, 'PSYS')
1146 if part.type == 'HAIR':
1147 row = self.layout.row()
1148 row.prop(part.effector_weights, "apply_to_hair_growing")
1149 row.prop(part, "apply_effector_to_children")
1150 row = self.layout.row()
1151 row.prop(part, "effect_hair", slider=True)
1154 class PARTICLE_PT_force_fields(ParticleButtonsPanel, Panel):
1155 bl_label = "Force Field Settings"
1156 bl_options = {'DEFAULT_CLOSED'}
1157 COMPAT_ENGINES = {'BLENDER_RENDER'}
1159 def draw(self, context):
1160 layout = self.layout
1162 part = particle_get_settings(context)
1165 row.prop(part, "use_self_effect")
1166 row.prop(part, "effector_amount", text="Amount")
1168 split = layout.split(percentage=0.2)
1169 split.label(text="Type 1:")
1170 split.prop(part.force_field_1, "type", text="")
1171 basic_force_field_settings_ui(self, context, part.force_field_1)
1172 if part.force_field_1.type != 'NONE':
1173 layout.label(text="Falloff:")
1174 basic_force_field_falloff_ui(self, context, part.force_field_1)
1176 if part.force_field_1.type != 'NONE':
1177 layout.label(text="")
1179 split = layout.split(percentage=0.2)
1180 split.label(text="Type 2:")
1181 split.prop(part.force_field_2, "type", text="")
1182 basic_force_field_settings_ui(self, context, part.force_field_2)
1183 if part.force_field_2.type != 'NONE':
1184 layout.label(text="Falloff:")
1185 basic_force_field_falloff_ui(self, context, part.force_field_2)
1188 class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, Panel):
1189 bl_label = "Vertex Groups"
1190 bl_options = {'DEFAULT_CLOSED'}
1191 COMPAT_ENGINES = {'BLENDER_RENDER'}
1194 def poll(cls, context):
1195 if context.particle_system is None:
1197 return particle_panel_poll(cls, context)
1199 def draw(self, context):
1200 layout = self.layout
1203 psys = context.particle_system
1205 split = layout.split(percentage=0.85)
1207 col = split.column()
1208 col.label(text="Vertex Group:")
1209 col.prop_search(psys, "vertex_group_density", ob, "vertex_groups", text="Density")
1210 col.prop_search(psys, "vertex_group_length", ob, "vertex_groups", text="Length")
1211 col.prop_search(psys, "vertex_group_clump", ob, "vertex_groups", text="Clump")
1212 col.prop_search(psys, "vertex_group_kink", ob, "vertex_groups", text="Kink")
1213 col.prop_search(psys, "vertex_group_roughness_1", ob, "vertex_groups", text="Roughness 1")
1214 col.prop_search(psys, "vertex_group_roughness_2", ob, "vertex_groups", text="Roughness 2")
1215 col.prop_search(psys, "vertex_group_roughness_end", ob, "vertex_groups", text="Roughness End")
1217 col = split.column()
1218 col.label(text="Negate:")
1219 col.alignment = 'RIGHT'
1220 col.prop(psys, "invert_vertex_group_density", text="")
1221 col.prop(psys, "invert_vertex_group_length", text="")
1222 col.prop(psys, "invert_vertex_group_clump", text="")
1223 col.prop(psys, "invert_vertex_group_kink", text="")
1224 col.prop(psys, "invert_vertex_group_roughness_1", text="")
1225 col.prop(psys, "invert_vertex_group_roughness_2", text="")
1226 col.prop(psys, "invert_vertex_group_roughness_end", text="")
1228 # Commented out vertex groups don't work and are still waiting for better implementation
1229 # row = layout.row()
1230 # row.prop_search(psys, "vertex_group_velocity", ob, "vertex_groups", text="Velocity")
1231 # row.prop(psys, "invert_vertex_group_velocity", text="")
1233 # row = layout.row()
1234 # row.prop_search(psys, "vertex_group_size", ob, "vertex_groups", text="Size")
1235 # row.prop(psys, "invert_vertex_group_size", text="")
1237 # row = layout.row()
1238 # row.prop_search(psys, "vertex_group_tangent", ob, "vertex_groups", text="Tangent")
1239 # row.prop(psys, "invert_vertex_group_tangent", text="")
1241 # row = layout.row()
1242 # row.prop_search(psys, "vertex_group_rotation", ob, "vertex_groups", text="Rotation")
1243 # row.prop(psys, "invert_vertex_group_rotation", text="")
1245 # row = layout.row()
1246 # row.prop_search(psys, "vertex_group_field", ob, "vertex_groups", text="Field")
1247 # row.prop(psys, "invert_vertex_group_field", text="")
1250 class PARTICLE_PT_custom_props(ParticleButtonsPanel, PropertyPanel, Panel):
1251 COMPAT_ENGINES = {'BLENDER_RENDER'}
1252 _context_path = "particle_system.settings"
1253 _property_type = bpy.types.ParticleSettings
1255 if __name__ == "__main__": # only for live edit.
1256 bpy.utils.register_module(__name__)